jw custom
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Everything posted by jw custom
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Ouch, game is released tomorrow and yet so many serious bugs is still present :eek:
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Ultra Simple Patrol Script
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please do not use this script for now as it does not work!! I will (for sure this time) update the script very soon, meaning within 1-3 days! ...and yes patrols will search through buildings if told to based on parameters. *** EDIT *** I'm sorry i thought i was in the A3 section. The A2 version of USPS most likely wont be updated! -
Aspect ratio 21:9 for Ultrawide monitors
jw custom replied to Forrest's topic in ARMA 3 - BETA DISCUSSION
I'm having same issue but with time you get used too it and notice it less. Im running: fovTop=0.94; fovLeft=2.1900001; This seems to be the best setting for me. -
I can definitely feel the difference performance wise playing locally vs mp and wonder how that working :confused: I mean i can understand desync if my connection or the server is fighting and things are "rubber banding" etc. but why is my general performance decreased :confused: I wanna mention that i play and enjoy mp just fine, just with lowered performance.
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Is there a ticket for the issue? If not i will make one!
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Anybody else having problems with building positions on Altis? with code like this game freezes for me! Works fine on Stratis.
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When playing on public servers you can't expect things to just run smoothly as people constantly join/leave/crash so you as a player have to seek teamwork yourself. It's far from everytime i play the experience is awesome but it's rather easy to find a decent server with a little persistence :) About your performance issues... my system: i7-3770/GTX580/250GB SSD/32GB RAM and the game runs really smooth so i wonder whats making it run so poorly on your system!
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The sound effects is awful and extremely annoying.
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After exploring Altis a bit more i must say that it most diffinately makes up for the shortcomings announced lately, Altis is a true masterpiece nothing more nothing less :cool:
- 243 replies
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I was a little worried about performance after watching some vid a few days ago but i must say it runs perfectly, just as smooth as Stratis... amazing :cool: Now give me tanks and planes :D
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EM_buildings - new buildings
jw custom replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
wow some real quality buildings right there :eek: Amazing work :cool: -
I played it on PS3 for a while, never completed it though but i had a lot of fun :)
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Basicly that^ The zombies looks really nice and i like the combat moves. If the story works and ain't too restricted i can see myself getting this one :)
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Multiplayer mission spawns unplaced helicopter
jw custom replied to Aebian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where on the Stratis map does the collision happen? -
Multiplayer mission spawns unplaced helicopter
jw custom replied to Aebian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not post your mission, i'm sure you will get a solution much faster than with this ping pong posting. -
These days it's like fix what ain't broken, dump features because of lack of time(spent on fixing working stuff, i dunno :confused:).
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Sci Fi assets and a final farewell!
jw custom replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well if this is a "i will punish bis by punishing you" decision then it wont work, many skilled people have left these forums in rage over lack of tools and bad decisions and basicly nothing have changed. Anyway, thanks for all your work :) -
Yeah quite disencouraging, same goes with the "Development Branch Captain's AI Log" which started out great but then took the handbrake...
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I agree. First i will mention that i won't ever play the campaign so for me it is not a problem, but adding the campaign after release is far from optimal, but then even splitting up the campaign for release intervals seems really bad!!!
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Yeah god forbid the devs are relaxing in the weekend :rolleyes:
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Good to see such attention to the AI, better late than never(well this was only an alpha and is only a beta now). If such fixes/additions keeps on coming AI might turn out pretty nice :cool:
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I think it's respawn_guerrila
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This simple flashlight config modification adds tactical flashlight to most weapons and a tactical flashlight item. I have added a mission/script example showing how to enable/disable flashlight depending on having a tactical flashlight in your inventory(simple weapon swap). Requirements: ArmA 2 Combined Operations Changelog v1.0 - initial release v1.1 - added ammobox Classnames: 'JWC_FL_M9' 'JWC_FL_M9SD' 'JWC_FL_Makarov' 'JWC_FL_MakarovSD' 'JWC_FL_revolver_EP1' 'JWC_FL_Sa61_EP1' 'JWC_FL_Colt1911' 'JWC_FL_UZI_EP1' 'JWC_FL_UZI_SD_EP1' 'JWC_FL_KSVK' 'JWC_FL_m107' 'JWC_FL_m107_TWS_EP1' 'JWC_FL_M110_NVG_EP1' 'JWC_FL_M110_TWS_EP1' 'JWC_FL_M24_des_EP1' 'JWC_FL_M24' 'JWC_FL_M40A3' 'JWC_FL_SVD_des_EP1' 'JWC_FL_SVD' 'JWC_FL_SVD_CAMO' 'JWC_FL_SVD_NSPU_EP1' 'JWC_FL_Huntingrifle' 'JWC_FL_DMR' 'JWC_FL_M4SPR' 'JWC_FL_m8_sharpshooter' 'JWC_FL_M4A3_RCO_GL_EP1' 'JWC_FL_M4A1' 'JWC_FL_M16A2GL' 'JWC_FL_M16A2' 'JWC_FL_M14_EP1' 'JWC_FL_LeeEnfield' 'JWC_FL_G36C' 'JWC_FL_G36_C_SD_eotech' 'JWC_FL_G36a' 'JWC_FL_G36K' 'JWC_FL_MG36' 'JWC_FL_G36C_camo' 'JWC_FL_G36_C_SD_camo' 'JWC_FL_G36a_camo' 'JWC_FL_G36K_camo' 'JWC_FL_MG36_camo' 'JWC_FL_FN_FAL_ANPVS4', 'JWC_FL_FN_FAL' 'JWC_FL_AKS_74_pso' 'JWC_FL_AKS_74_NSPU' 'JWC_FL_AKS_74_kobra' 'JWC_FL_AKS_74_GOSHAWK' 'JWC_FL_AKS_74' 'JWC_FL_AK_47_S' 'JWC_FL_AK_47_M' 'JWC_FL_AK_74_GL_kobra' 'JWC_FL_AK_74_GL' 'JWC_FL_AK_74' 'JWC_FL_SCAR_L_CQC_CCO_SD' 'JWC_FL_SCAR_L_CQC' 'JWC_FL_SCAR_L_CQC_EGLM_Holo' 'JWC_FL_SCAR_L_STD_EGLM_RCO' 'JWC_FL_SCAR_L_STD_EGLM_TWS' 'JWC_FL_SCAR_L_STD_HOLO' 'JWC_FL_SCAR_L_STD_Mk4CQT' 'JWC_FL_Sa58P_EP1' 'JWC_FL_Sa58V_EP1' 'JWC_FL_Sa58V_RCO_EP1' 'JWC_FL_Sa58V_CCO_EP1' 'JWC_FL_AK_107_kobra' 'JWC_FL_AK_107_GL_kobra' 'JWC_FL_AK_107_GL_pso' 'JWC_FL_AK_107_pso' 'JWC_FL_AKS_74_UN_kobra' 'JWC_FL_bizon' 'JWC_FL_bizon_silenced' 'JWC_FL_M1014' 'JWC_FL_m16a4' 'JWC_FL_M16A4_GL' 'JWC_FL_M16A4_ACG_GL' 'JWC_FL_m16a4_acg' 'JWC_FL_M4A1_HWS_GL' 'JWC_FL_M4A1_HWS_GL_camo' 'JWC_FL_M4A1_HWS_GL_SD_Camo' 'JWC_FL_M4A1_RCO_GL' 'JWC_FL_M4A1_Aim' 'JWC_FL_M4A1_Aim_camo' 'JWC_FL_M4A1_AIM_SD_camo' 'JWC_FL_MP5A5' 'JWC_FL_MP5SD' 'JWC_FL_Saiga12K' 'JWC_FL_VSS_vintorez' 'JWC_FL_m8_carbine' 'JWC_FL_m8_carbineGL' 'JWC_FL_m8_compact' 'JWC_FL_Mk_48' 'JWC_FL_M240' 'JWC_FL_M249' 'JWC_FL_Pecheneg' 'JWC_FL_PK' 'JWC_FL_RPK_74' 'JWC_FL_m8_SAW' 'JWC_FL_m240_scoped_EP1' 'JWC_FL_M249_EP1' 'JWC_FL_M249_m145_EP1' 'JWC_FL_M249_TWS_EP1' 'JWC_FL_M60A4_EP1' 'JWC_FL_Mk_48_DES_EP1' Classnames of weapons with removed flashlight: 'JWC_FL_NO_FL_glock17_EP1' 'JWC_NO_FL_M4A3_CCO_EP1' 'JWC_NO_FL_SCAR_L_CQC_Holo' 'JWC_NO_FL_SCAR_H_CQC_CCO' Download v1.1 from filedropper Download v1.1 from Armaholic
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The below function is from the "showcase night" mission. As you can see it uses createVehicle to create the flare so the AI does not actually fire the flare themself. In the ArmA 2 editing forum theres a AI flare script that actually does make AI use flares, i might need some editing though! /* Fire a flare up in the sky Start: The start position of the flare - (ARRAY) End: The end position of the flare - (ARRAY) Horizontal Speed: The added horizontal speed to the flare - (NUMBER) Vertical Speed: The added vertical speed to the flare - (NUMBER) Class: The flare class - (STRING) */ //Params private ["_start", "_end", "_horizontalSpeed", "_verticalSpeed"]; _start = [_this, 0, [0,0,0], [[]]] call BIS_fnc_param; _end = [_this, 1, [0,0,0], [[]]] call BIS_fnc_param; _horizontalSpeed = [_this, 2, 5, [0]] call BIS_fnc_param; _verticalSpeed = [_this, 3, 30, [0]] call BIS_fnc_param; //The flare class name private "_class"; _class = [ "F_40mm_Cir", "F_40mm_Green", "F_40mm_Red", "F_40mm_White", "F_40mm_Yellow" ] call BIS_fnc_selectRandom; //The moving direction of the flare private "_direction"; _direction = [_start, _end] call BIS_fnc_dirTo; //The flare private "_flare"; _flare = _class createVehicle _start; //Add motion _flare setVelocity [ sin _direction * _horizontalSpeed, cos _direction * _horizontalSpeed, _verticalSpeed ]; //Flare weapon firing sound _flare say3D "SN_Flare_Weapon_Fired"; //Flare sounds _flare spawn { sleep 0.5; //The sound of the flare starting to burn _this say3D "SN_Flare_Fired_4"; sleep 1; //The flare burning loop sound while { !isNull _this } do { _this say3D "SN_Flare_Loop"; sleep 4; }; //Log "Flare stopped burning!" call BIS_fnc_log; }; //Log ["Flare %1 (%2) fired! Start: %3 - End: %4 - Direction: %5 - Horizontal Speed: %6 - Vertical Speed: %7", _class, _flare, _start, _end, _direction, _horizontalSpeed, _verticalSpeed] call BIS_fnc_logFormat; //Return value _flare;
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BinPBO "Error in Config.cpp"
jw custom replied to Chosenone487's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Another error, i guess ClassDefaultClutter; should be Class DefaultClutter;